Simon Rodriguez is a rendering engineer with 11 years of experience, currently shaping real-time graphics at Spiders and holding a PhD in computer science from Université Côte d'Azur. His background blends rigorous research in computer graphics at Inria's GraphDeco team with practical R&D and multi-platform implementation skills, from consoles to WebGL. He has a strong foundation in applied mathematics and vision, and he enjoys tackling human/machine interface challenges, procedural generation, and data visualization. On GitHub he demonstrates hands-on cross-platform 3D expertise—porting scenes to Nintendo DS, PS2, GBA, SceneKit, Unity and WebGL—showing an unusual breadth across constrained and modern platforms. Colleagues would describe him as a pragmatic engineer who brings academic depth to production problems while remaining curious about design and interaction.
PhD, Computer Science, PhD, Computer Science at Université Côte d'Azur
Mathématiques appliquées, Mathématiques appliquées at Ecole centrale de Paris
Semestre d'études à l'international, Computer Science, Semestre d'études à l'international, Computer Science at Ecole polytechnique fédérale de Lausanne
Classes préparatoires aux grandes écoles, Classes préparatoires aux grandes écoles at Lycée Saint-Louis, Paris
Baccalauréat S Spécialité Mathématiques, Baccalauréat S Spécialité Mathématiques at Lycée Saint Charles
Contributions:25 releases, 476 commits, 9 PRs in 6 years 1 month
Contributions summary:Simon primarily focused on refining the MIDI visualizer tool by addressing timing issues and implementing new features. They made adjustments to the makefiles, optimized the code, and added support for handling different MIDI file types. They also introduced ImGui for exposing options and improved code readability through various refactorings.
A basic 3D scene implemented with various engines, frameworks or APIs.
Role in this project:
Full-stack Developer
Contributions:102 commits, 6 PRs, 102 pushes in 4 years 8 months
Contributions summary:Simon contributed to the project by implementing various 3D scene versions using diverse engines and APIs. They added a Nintendo DS homebrew version, integrating devkitPro/ARM and libnds, and a WebGL version using glMatrix and webgl-obj-loader. The user also created versions for macOS/iOS with SceneKit and for Unity, demonstrating a wide array of experience in 3D graphics development. Furthermore, the user added a PS2 and a Game Boy Advance version, extending the project's scope to multiple platforms.
3d-scenevulkanraycastinggame-developmentscene
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